COMPARE ACROSS FORKS AND PRs#469
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evanwilson-arch wants to merge 10 commits intomicrosoft:mainfrom
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Co-authored-by: evanwilson-arch <271670533+evanwilson-arch@users.noreply.github.com>
…45103994746567561 Add Task Manager web app and GitHub Copilot workspace configuration
Key changes: - Refactored task management to use unique IDs for robust CRUD operations. - Replaced non-semantic toggles with accessible checkboxes and labels. - Added "Clear Completed" functionality and a dynamic task counter. - Implemented filter persistence in localStorage. - Enhanced dark mode styling with improved contrast and focus states. - Verified all features with Playwright automated tests. Co-authored-by: evanwilson-arch <271670533+evanwilson-arch@users.noreply.github.com>
…9819e32c Enhance Task Manager Functionality and Accessibility
…licensing architecture. This commit: - Updates index.html and script.js to reflect the project name. - Updates README.md with a project description and licensing overview. - Creates a `legal/` directory containing the Proprietary EULA, CC BY-NC-ND 4.0, BSL 1.1, and Sync License. - Replaces the root LICENSE with a multi-layered licensing summary and pointer. - Includes a strict proscription against AI/ML training using project assets. Co-authored-by: evanwilson-arch <271670533+evanwilson-arch@users.noreply.github.com>
…ture-milehigh-world-llc-16922394276224462486 Rebrand and Multi-Layered Licensing Architecture for MILEHIGH.WORLD: INTO THE VOID
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Should I create a new material file using the provided YAML content?
If so, is the intended filename HDRPSamples_ExteriorGroundCyclo.mat?
Which directory should this file be placed in? (e.g., Assets/Art/Material/)
The provided YAML appears to be for an HDRP (High Definition Render Pipeline) material, but the project seems to be configured for URP (Universal Render Pipeline). Is this intentional, or should the material be adapted for URP?
The shader GUID 7361e086f0e9c6e4d8ded78fffb3870a referenced in the YAML does not exist in the project. Should I use a specific existing shader instead, or leave the reference as provided?